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Ennedi plays Shosaloza

Started by Ennedi, August 25, 2007, 10:22:31 AM

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paroch

Great work there Adam.  And no, I was not finding the text boring at all.  You explain your methods in an easy to understand way - thankyou.

And the pics of Diano Marina are really superb.  The hotels, the sub-mall and the fish market, all fantastic.

I have the Raised Parks in my plugins but have not used them yet, I really must now!

Paul

bigberta

There is some great city building in this md, and its all very colorful too. I like it  :thumbsup:

Badsim

#542
Hi Adam ... :)

Several updates I haven't commented but be sure that I didn't miss any of them ... nothing useful to add , I just feel obliged to come out the "lurker mod" (where I stay now ) , to let you know  that I was here , inevitably here ...

You've got my admiration as for your creativity always pushing this MD to the forefront of innovation than for the quality of your posts - anywhere , at anytime - ( You're infinitely more patient than me !  $%Grinno$% ) . In fact , you've got this little "I don't know what ..." that makes me be sure we would have been great friends in real life ... and trust me , it's not easy to be a friend of mine in real life !  :D ...

So, admiration and frustration are here twin feelings ...  ;)


°   °   °   °   °   °   °   °   °   °   °   °   °   °   °   °   °   °   °   °   °   °   °


kimcar

 &apls &apls So much details and work over here again . You deserve a lot of  &apls Keep it up  :thumbsup:

JBSimio

Now that I've taken a couple days to recover and read your update several more times, I feel that I can finally respond without going into convulsions.  :D  Amazing update, Adam!   &apls  Not one, but two excellent tutorials... and the images... and the explainations... and the... oh man, just wow!  The way you've used the raised parks is just one of those great things that I would have never thought of, but it works so perfectly.  You explained it so clearly, and the pictures show exactly why you are one of the masters.  The same can be said of all your pictures, though.  This was a true feast for the eyes with the added educational bonus thrown in.  I can't even begin to imagine how you'll top this one, but I look forward to finding out!

JB


Never trust a god who grins all the time and wears a top hat, that's my motto.  -Terry Pratchett

It's from JBSimio.  Need we say more?  -BadgerBoy of SC4 Devotion

Ennedi

#545
Hello my friends!

As always, we begin from



Quote from: Toichus Maximus on May 14, 2008, 07:04:35 PM
wow, that was a huge update chock-full of information! Some great stuff in here! Thanks for all the tutorials!

Thank you, knowing your own creativity I think you will make very good use of every information  :thumbsup:

Quote from: Pat on May 14, 2008, 07:26:58 PM
Grand simply Grand here Adam!!! I love all the steps here for what you do to accomplish such wonderful stuff here!!!

Hello Pat, nice to see you - thank you for your support my friend!

Quote from: CabraBuitre on May 14, 2008, 07:43:40 PM
Holy cow, I LOVE how you've incorporated the elevated parks!  I've wanted to find some stone steps to go from one level to another in a park (using more than the obvious pieces we have currently) and this will work TREMENDOUSLY!  I love how you've incorporated so many different styles but made them flow so well together!!

Welcome in Shosaloza!  :thumbsup: I will be very glad if an information about RP will help you! There are only two problems with them: 1) shadows and 2) they are low. But everything is a question of creative arrangement.

Quote from: Nardo69 on May 15, 2008, 12:13:28 AM
Hi Adam!

You know what, my roots aren't so far away from your homeland as my father was born in Breslau / Wroclaw before the war. Unfortunately I never made it there with him when the time was right, now he is too old and I am too far away. Another missed chance. I would like to get to know more of your country but at the moment I know only Warsaw airport and Thorn / Torun which I really like.

Now to your update:
Great work with the churches and the (historic feeling) retaining walls, you really know how to place them (and you know I am kind of picky with flat retaining walls ;) ). I also like how you made the forests blend into the parks & buildings.

Nice touch with the Votivkirche(?) and the Schiffenberg props, they do work together in your setup!   &apls

Good work with the diagonal Porkie BATs. They are asleep in my plugin folder as I haven't done any new urban layout for months ...

Take care my friend!

Bernhard  :thumbsup:

Hello Bernhard, thank you for nice words!
It's a pity your father can't see Breslau once again, but you can say him that it is beautifully renovated now and it's a good place to live  :)
Some time ago you have written to me in your MD:
QuoteThere are a lot of places in Poland I hope to visit some day, and you know, I am glad that we live in a time where we can communicate peacefully without the old unholy resentiments!

I agree with it wholeheartedly, it would be only good if more people would think in the same way! So the best think we can do is to give an example  :D
I'm very glad you like my pictures! I am closer and closer to the main Shosaloza mountain railway line... ;)

Quote from: rooker1 on May 15, 2008, 06:43:11 AM
Adam my friend,
It's always very nice to visit your MD.  It seems like you either teach me some new technique or show me to a great download.  And for this I thank you every time.  Your pictures are full of detail and skill and I can see alot of time and patience goes into your city.  You are definately making good use of your time in OSITM.
I wait patiently for your next update.
Robin  :thumbsup:

Thank you Robin! I agreee about the amount of time spent with this city, but I'm not sure about patience  :D
I must take care about details, I have too experienced viewers to be careless :D


Quote from: star.torturer on May 15, 2008, 08:25:54 AM
Adam

once again, you AMAZE me into submition.... I still think you should have your own board... :)

Joe

Thank you Joe! Board or not, I have my own little place and it's enough  :D

Quote from: bat on May 15, 2008, 10:09:32 AM
Like always it's an awesome update, Ennedi! Really beautiful pictures of your fantastic work!!!

Looking forward to the next excellent one...

Thank you bat, nice to see you again! :thumbsup:


Quote from: TheTeaCat on May 15, 2008, 11:18:40 AM
Oh boy was I glad I made a cuppa before catching up here :D

Another marvelous update full of interesting hints and tips &apls
I love the mini tut on the raised parks and how you blended them in is simply .... great

quote "The intention of this MD is not to create a gallery ("look what I have built"  Cheesy) but rather a place to exchange ideas and working techniques."

I think that have hit the nail on the head here my friend, I have learned so much from some of your tutorials that it now affects my whole attitude to the game, (that rocks not in the right place $%Grinno$%, move that tree ::), that spot- why did I do that  ()what() gotta change it) even to the pics I take and how I present them. All improved thanks to you :thumbsup: :thumbsup:

I just love the whole shot that shows the Fishchurch and tennis stadium - stunning simply stunning &apls

Time to stick the kettle on, brew another cuppa and go back and enjoy it all again :thumbsup:
You like one too?


Till the next time
Regards
Derry

Thank you Derry! What I do here is nothing special, I simply like this game  :D
And I must say you are the best example of researching new interesting and funny SC4 issues! When I was a newbie here and started to think about my new MD, Tales at the Tea Time was a great sourece of ideas for me! :thumbsup:

Quote from: thundercrack83 on May 15, 2008, 12:57:44 PM
Adam, Adam, Adam--where do I begin???

What a massive update, my friend. There's so much to take in a digest, I can hardly move!

From the trees on slopes and your wonderful, very clever tutorial with the raised parks to the overall beautiful composition of each and every picture. You are really a master, sir, in the truest sense of the word!

Oh, and...

I'm going to employ this from now on. It may be one of the best pieces of advice I've read yet!

Great stuff here, Adam. Thank you so much for sharing with us!

Dustin

Hello Dustin, I'm glad and honoured you always find some time to visit me here!

Quote from: mightygoose on May 15, 2008, 01:48:03 PM
magnificent

Thank you!
Btw I love your new avatar, especially the full-sized version:D :thumbsup:


Quote from: Yoman on May 15, 2008, 03:04:01 PM
Hello Adam,

Another excellent update you have produced here. I've never really been one to think about what kindof trees I am ploping, as long as they looked good. But now I'll think about adding some more variety. Though I don't have an cliffs to work with like you :P You are indeed correct about the nightlights on that mansion as well, they are wonderful.

Thank you for that quick little tutorial on the raised parks piece. Should prove helpful in a few situations, I can see it has for you. You've constructed a terrenced city that seems to blend seamlessly, which looks wonderful, in my original Odessa I attempted the same. But failed.

That last area with the market is also looking very nice, hopefully the illegal wares being sold are more along the lines of handbags than AK-47s like the markets in the PSSO :P

Owen

Hello Owen!
PSSO is one of the best SC4 cities without any slopes! Making all this development on slopes is probably as much time-consuming as making BATs, so I'm afraid you wouldn't have enough time to do both these things  ;D
As for illegal wares - yes, in fact I didn't see AK47s in Malecon lately, but this market I showed is also interesting, as I remember you can buy passports to all SC4 regions here (so we can easy make a tour to PSSO and buy what you want  :P)


Quote from: Jmouse on May 15, 2008, 06:02:46 PM
My but you do give new meaning to plopping trees – and anything else for that matter, Adam! I recall that it is very difficult to plant trees in a natural-looking way, whether in RL or in game. But for you, it is just one more in a long string of arts you have mastered while the rest of us (I speak for myself!) are still stumbling around wondering why the landscape doesn't look quite right!

The scenes you show are as near perfect as they can be, and now you have told us of the various ways you achieve such greatness. The way you have used RP pieces is remarkable. The underground parking/station facility is truly an inspiration, and your use of stairways throughout looks so natural. Multi-level environs are not easy to work with, but chalk up another art form you've mastered!

It is funny that I always end up with a lot of water in my hand-terraformed regions, but I'm never able to create the kind of scenic shorelines you manage to produce. And then there are the night shots, infused with color, radiance and even a bit of mystery if you look close enough! Absolutely gorgeous.

Possessing the skill to create such beauty is a gift – the desire to create it for the joy of others is an even greater gift.

Thank you...

Joan


Thank you Joan!
I also experienced a lot of frustrating moments when I was going to make something with trees or terrain and I simply didn't know where to begin, what should be the first step? The method I showed is not the only one - it is rather simple, but sometimes it is good to have anything as a start point, and then you go ahead and it is easier and easier  :) So everything I show should be taken in such way - as a starting point to something completely different!
I'm not a good specialist in making coastlines, I'm sure that (for example) Shadow Assasin and Moganite are much better! Maybe I will show some little tips in future... ;)

Quote from: Heblem on May 15, 2008, 06:14:01 PM
really nice pictures, Adam  :thumbsup:

Edit May 16, 2008:

Im sorry for that last short reply I gave you before but i think i needed to edit this post because you deserve something more like that simple comment, im sorry for that  ::)

I admire the detail of your city, thats something that im lazy for to do (unfortunately) but the way you did is incredible detailed, too much patience for to do a such work, I admire that. Let me describe some details that I admire, like the slopes and the parks you did, every single tree is placed properly, the uses SAM fits perfectly in your scenes especially looking at this picture is wonderful!

I wish I had the time and patience you have, even to give a correct reply to everyone! that is that I call patience, something that is harder to me for to do.

I wish you the best and take care.
Eblem

Hello Heblem!
Even a short comment is something very nice! :thumbsup: I'm very glad you like my pictures, and as for patience - I'm still learning it  :D


Quote from: freedo50 on May 15, 2008, 06:54:17 PM
Awesome work Adam, all of those pictures are fantastic. I definitely agree with you about Lars' Charlottenlund; that picture is just perfect. There is some really useful advice and information here, thanks!

Fred

Hello Fred, Thank you for your visit! Nobody is able to notice everything, if I see something interesting, I want to show it!

Quote from: mattb325 on May 15, 2008, 11:51:29 PM
I've enjoyed every minute here ennedi, thank you for sharing all of the tips and tricks! (where were you when I was playing shosaloza  $%Grinno$%  :D ) You have very skillfully blended Euro W2W buildings into a steep, hilly environment. It is exceedinly well done  and I love your use of trees - it ties everything together :thumbsup:

You are too modest Matt, your Shosaloza is one of the best! I have quite large collection of your pictures, some of them (especially these from the shoreline) were a great source of inspiration for me!

Quote from: paroch on May 16, 2008, 12:00:39 PM
Great work there Adam.  And no, I was not finding the text boring at all.  You explain your methods in an easy to understand way - thankyou.

And the pics of Diano Marina are really superb.  The hotels, the sub-mall and the fish market, all fantastic.

I have the Raised Parks in my plugins but have not used them yet, I really must now!

Paul

I'm very glad you wasn't completely bored reading the last update Paul!  :P :D The Diano Marina district was something new for me - maybe I collected too much colourful stuff together, but I like it too  ;D
Thank you very much for nice words!

Quote from: bigberta on May 16, 2008, 12:04:44 PM
There is some great city building in this md, and its all very colorful too. I like it  :thumbsup:

Welcome in Shosaloza bigberta! I'm glad you like it!  :thumbsup:

Quote from: Badsim on May 16, 2008, 12:48:19 PM
Hi Adam ... :)

Several updates I haven't commented but be sure that I didn't miss any of them ... nothing useful to add , I just feel obliged to come out the "lurker mod" (where I stay now ) , to let you know  that I was here , inevitably here ...

You've got my admiration as for your creativity always pushing this MD to the forefront of innovation than for the quality of your posts - anywhere , at anytime - ( You're infinitely more patient than me !  $%Grinno$% ) . In fact , you've got this little "I don't know what ..." that makes me be sure we would have been great friends in real life ... and trust me , it's not easy to be a friend of mine in real life !  :D ...

So, admiration and frustration are here twin feelings ...  ;)



Hello Cedric! What a nice visit! I'm really glad you are here, please lurk as much as you want only give a sign of life from time to time... :D
I also think we could have been great friends In real life, and what you said is really nice and important for me  :) - although it's not easy to put up with me sometimes   ;D
What frustration?! Are we on the race?  :D

Quote from: kimcar on May 16, 2008, 06:01:57 PM
&apls &apls So much details and work over here again . You deserve a lot of  &apls Keep it up  :thumbsup:

Thank you kimcar! I will try to keep it up (don't know if I can  ;D)

Quote from: JBSimio on May 16, 2008, 08:35:08 PM
Now that I've taken a couple days to recover and read your update several more times, I feel that I can finally respond without going into convulsions.  :D  Amazing update, Adam!   &apls  Not one, but two excellent tutorials... and the images... and the explainations... and the... oh man, just wow!  The way you've used the raised parks is just one of those great things that I would have never thought of, but it works so perfectly.  You explained it so clearly, and the pictures show exactly why you are one of the masters.  The same can be said of all your pictures, though.  This was a true feast for the eyes with the added educational bonus thrown in.  I can't even begin to imagine how you'll top this one, but I look forward to finding out!

JB

Hello Jon! I'm glad you found some time to visit me!
Thank you for all these nice words - so what should I say about your fantastic BATs? And about your new successful MD? My English is too poor to say exactly what I think, so I can only say you are a true master!  :thumbsup:
It seems I should stop lurking and start to comment at your BAT thread... :D


Dear visitors, I have something for you...


Thinking about all wall users I prepared the Diagonal Jagged Edges Mod for all new Cycledogg terrain mods (except older Columbus Terrain Mod, I will do it later but before release) and for Maxis default terrain.
The beta version of the mod is attached at the end of this post. You can use only one file (look at their names) depending on which terrain mod you have installed.
Please download it, install, test and inform me about your opinions, issues, problems etc.

The mod itself is very simple. It modifies only one property in the Terrain Properties exemplar file (this file is also a part of the CPT No6, an essential file of every Cycledogg Terrain Mod): the MaxNormalYForCliff property.

This property manages two things:
1. If you create a wall, terrain tiles lying at it's upper edge haven't all vertices on the same plane. So they must have a crease along one of their diagonals. There is a specific wall height for every MaxNormalYForCliff value: below it (less wall steepness) terrain tiles have a vertical crease. If they are upper tiles of the diagonal wall, plopping wall pieces on it gives an unpleasant effect - wall pieces have a crease too. Above this specific height (more steep terrain) the game changes the terrain shape, the crease is now horizontal and the ploppable wall looks good.
Most of you knows this issue. It was discussed in many places. There was also an interesting discussion about it in the
MAS71 thread between MAS san, Snorelli and me. This mechanism was clearly showed there.
The intention of the DJEM is to adjust the MaxNormalYForCliff value to enable creating diagonal walls at the height not less than 14 meters. Why? Because it is a height difference achieved when you raise/lower the terrain using popular Hole Digging Lots, it's a kind of standard wall height, for example along sunken highways.
You could say that it would be good to adjust the "MaxNormal..." value to enable diagonal walls with horizontal crease form any value less than 14m, it would enable creating even lower diagonal walls. But this property manages also another thing:

2. The rock texture. At the same MaxNormalYForCliff value when the crease becomes horizontal, the rock texture appears on sloped tiles.
The conclusion is: DJEM = diagonal walls at lower wall height than before, but more rocks in your region.

So... The next conclusion is: The MaxNormalYForCliff value should be as low as possible to enable 14 m high diagonal walls, but to don't cause too much rock texture in our regions.
Attention: When the rock texture appears, it replaces any other texture including snow.

Now let's go to our mod.

An old Diagonal Jagged Edges Mod made by Pjot for Maxis and Columbus terrains have the MaxNormalYForCliff value equal to 0,85. I made some experiments and found that the minimum useful value is equal to 0,77.
And here is a comparation of this value for various terrain mods and my DJEM version:



Now we go to Shosaloza. We will see how the DJEM works and how much does it change the terrain. We will see that it depends on the terrain shape.

1. Flat terrain and steep rocks. The left picture in every pair is without DJEM, the right one - with DJEM. (This is my DJEM version, not Pjot one)



Let's look at the closeup:



As we see, changes are not dramatical. Some snow was replaced by rock. Flat surfaces aren't affected at all. It is important, some people experimenting with this property told thad they noticed changes in saturation and the general terrain look.
It is not true. If somebody noticed any changes, there could be two reasons:
- Terrain textures changes slightly depending on the time of the year. If somebody check the terrain, then run the game, save it, change the property value and open the city (or save, open, run and check), he will notice the terrain change which isn't caused by the changed property.
- Optical illusion: If some textures on steeper slopes (and they can be more flashy green than other) will be replaced by rock, the general feeling is different.
The Diagonal Jagged Edges Mod changes only the minimum slope at which rock appears. Nothing more.

2. Another city tile, varied slope steepness - more intermediate slopes.





The DJEM influence is more visible here. The conclusion: DJEM changes mainly intermediate slopes.

3. Let's look at Malecon - the city I show you from a few updates. I have many walls in it, some of them are diagonal. And maybe you didn't notice it, but I use DJEM in this city from the beginning   ;D

Diagonal wall without DJEM:



The same with DJEM:



The general look without DJEM (sorry, the city is under construction, many buildings are growable, some of them looking out of place will be upgraded/replaced). The rock mod was changed temporarily for experiments.



The same with DJEM - my version (MaxNormalYForCliff = 0,77)



It's hard to see any changes - at least the general look is not damaged  :)
And now the same view with DJEM - Pjot's version (MaxNormalYForCliff = 0,85)



Yes, there are more rock textures now, especially on soft slopes.
Is it really so important? Let's look at it from another side. I didn't make a picture without DJEM this time, it was not necessary. The hill without DJEM is almost without rock textures.
My DJEM:



Pjot's DJEM:



As you see, it was good to find as low MaxNormalYForCliff value as possible... ;D

4. And now let's look at the next, almost undeveloped city tile (this will be our next theme after Malecon)

Without DJEM



With my DJEM



And with Pjot's DJEM



My conclusion: At this city I will not use DJEM at all.
Hmm... Does it mean I will not be able to build diagonal walls in this city?
No!  ;D I will only need Shadow Assassin Hole Digger (or Raiser) 24 meters high  :thumbsup: And I will have higher walls if I will want to have them  ;D

At the end something very important:

Where to install this mod?

1. You must install it in the terrain mod folder (the Maxis version - look point 3). The DJEM file name begins from zz, so it will overwrite the CPT No6 file. It is necessary if you want this mod to work.

2. I strongly suggest to change the terrain mod folder name adding zzz before it. Why? There are some other mods such as:
- Gizmo Water Flora
- Gizmo Day - Night Mod
- Water Monolith Night Textures
- Limitless Beach
And maybe a few others. All these mods modify the Terrain Properties exemplar. If you want your DJEM and your terrain mod working properly, the terrain mod folder must be one of last ones.
Most of you have huge Plugins folders. You can have one of these mods and don't remember about it.
Attention: Mods listed above will work with their Terrain Properties exemplar overwritten. It is not essential for these mods. Even more, sometimes it can be good for you. For example the Gizmo Water Flora increases the water transparency. Many people don't like it or at least think it's not necessary. Moving the terrain mod at the end of the reading chain we will return to the original water transparency and we still be able to use an excellent Gizmo's Water Flora.

And what if we will not do it? The terrain mod will look different than original.
Why? Because every Cycledogg's terrain mod have a specific maximum terrain height. This parameter have an influence on all textures. And Terrain Parameters exemplars in other mods have this parameter set at 2500 m, exactly as default Maxis. Here is the comparation:



(Lokk at the row 25).

3. If you don't use any custom terrain mod, use DJEM Maxis version. Make a subfolder for it with the name beginning from zzz.

End note: This mod will be a NHP product. All our creations are a common work, my NHP teammates gave me much information and good advices, especially Travis (beskhu3epnm). Thank you my friends!  :thumbsup:

Maybe it will be enough for today...
Enjoy!

New Horizons Productions
Berethor - beskhu3epnm - blade2k5 - dmscopio - dedgren - Emilin - Ennedi
jplumbley - moganite - M4346 - nichter85 - papab2000 - Shadow Assassin - Tarkus - wouanagaine

Yoman

Hello Adam,

An excellent mod that will surely help fix some of those ugly walls in our cities. Thank you for taking the time to construct a tutorial that shows us the advantages and disadvantages of such a mod. As some of those rocks look out of place and might not be worth the ability to make diagonal walls.

Owen

Silur

#547
Hi, Adam ...
Excuse me my silent pause ...
I'm here now and I think for ever ...    :)

Best Regards ...
Nick

Tarkus

I can't believe I haven't stopped in here sooner . . .  :-[

Adam, it's absolutely amazing the heights to which you're taking the game.  It's absolutely indescribable . . .

All of those pics are perhaps the finest SC4 pics I've seen.  Ever.  Malecon is just breathtakingly realistic.  There's so much that's amazing I don't even know where to begin.  Everything is just absolutely perfect.

And having started to mess around a little with the terrain stuff myself, I'm absolutely fascinated by your latest DJEM experiments.  Thank you so much for sharing your findings! :thumbsup:

And congrats on your second OSITM--I cannot think of a more worthy MD for such an honor!

-Alex (Tarkus)

paroch

Hi Adam,

I've only recently started to use retaining walls and the diagonal edges bug the hell out of me!

I think I will download your mod once I've finished my current quad (can't bear the thought of any corruption problems!)  And I am still using no terrain mod, so maybe that would be the right time to install that as well.

I've been looking at some of the terrain mods in use and think the Italia mod is the one I like - will that work with your  DJEM?

Very informative and whilst a lot of it goes over my head, the end result is impressive  :thumbsup:

Paul

thundercrack83

Adam!

Brilliant, my friend. Just brilliant! Your experiments with the diagonal walls just proves again how your talent, your patience, and your perfectionism is a masterful combination! I have to read over the update again because it's a bit over my head, but either way, it's absolutely incredible work.

Dustin

Jmouse

I want to add my gratitude as well, Adam. I'm just glad I don't have to understand what you do to appreciate its value! ::)

Terrain is a very important element that can be easy to disregard in favor of more "urgent" concerns, but it is, after all, the foundation of a region. Admittedly, I do not plan ahead very much, preferring instead to let things happen as they will. I'm rather particular about the looks of the basic landscape, though, so I shall do a bit of experimenting in my newly-terraformed region before proceeding. Once again, your ideas are an inspiration!

Until next time...
Joan

bat

Fantastic testing there with your DJEM! Great work on it! :thumbsup:

Looking forward to more...

meldolion

Hi Adam,
you have done a great work!!!  And your testings sessions are really accurate :)

I've just one question....
Can you give me some detail on how did you built the pier in the picture below? particularly the diagonal part..... &mmm
Quote

thank you very much
Luca


Shadow Assassin

Hmm... where have I seen this before? :P

Nice to see that your DJEM has a little bit of a different effect... I always thought pjot's one was too extreme, yet I lacked the knowledge at the time to fix that...

Plus, it didn't work with my terrain mod. :P That's the annoying thing about using custom elevation scales, I suppose...

The pictures of Malecon, though, look breathtaking, especially with that lovely blue sky. :P
New Horizons Productions
Berethor ♦ beskhu3epnm ♦ blade2k5 ♦ dedgren ♦ dmscopio ♦ Ennedi
emilin ♦ Heblem ♦ jplumbley ♦ moganite ♦ M4346 ♦ papab2000
Shadow Assassin ♦ Tarkus ♦ wouanagaine
See my uploads on the LEX!

Rayden

#555
Quote from: Ennedi on May 14, 2008, 05:12:57 PM
Welcome in Shosaloza Silvio! It's a great pleasure for me, when I decided to use the Shosaloza map in my MD I looked carefully at all existing Shosaloza creations. I like them all, but yours was probably the closest to my own ideas and it was a great source of inspiration for me! I was worried when you finished your region (almost exactly when I made my first comment in it  :D) and I'm glad to see you again!  :thumbsup:
Badsim's work is the only one of its kind, his LE creations are fantastic and it would be difficult to compare them with anything else. I feel honoured of such comparation, I will try to do my best to give you some pleasure and inspiration too  :)
I don't see that much difference between your creations and his creations, they're both fantastic. About giving me pleasure and inspiration, I'm not expecting less than that, and I don't had to wait very long, I just have to look at your latest update, very educational and elucidative. &apls

Thanks for your MD.

Cheers
Silvio

Edit: I had not seen yet your 25th update when I answered to your 24th one. That said, the educational also goes to this latest update, the 25th ;)

Pat

WoW Adam first off my hats off to you sir!!! Second thank you for this as I now can call it quits on trying to modify Pjots... Thank you a million again Adam and I cant wait to see more of your Shosaloza!!!!

Don't forget the SC4D Podcast is back and live on Saturdays @ 12 noon CST!! -- The Podcast soon to Return Here Linkie

ScottFTL

Adam - First and foremost, thanks for your efforts in updating the Diagonal Jagged Edges Mod!   :thumbsup:  I know folks have been asking about this for a long time now.  We will no longer have to choose between terrain and walls.

I have been using the Meadowshire terrain with MaxNormalYForCliff changed to 0.85 to make the walls work better.  This worked but I lost my snowcapped mountaintops as a tradeoff.  I have downloaded your beta version and find the results much more pleasing so far.  I haven't built a lot of walls yet, but the terrain looks much better.

I wanted to remind you that there were 2 additional terrain files released as options with Meadowshire - higher snow and lower snow.  The only difference is the MaxTerrainHeightProperty, but I think it would be good to support all versions in the final release.

It took me a minute to figure out where my snow went, but I have it all sorted now.   ;D

freedo50

Awesome stuff Adam, but there's no version for the normal Columbus mod!  :(

Fred

TheTeaCat

Stunning groundbreaking work again Adam &apls &apls

DJEM is another little gem from you. You do know how to find new stuff to tweak
and then show the results so well also.

Stunning pics to show your results as well and its nice to really see the difference too.
Another fantastic update - what will you have in store for us next :D :D

till the next time
regards
Derry
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